mac40k said:
FFG surprised me by doing what I thought they wouldn't do, reprinting the rules to incorporate the errata/FAQ, print the card text in full and offering a variant character sheet and some tables for wounds/etc. in books to allow those that want to play without bits to do so, and printing all the creatures and their special actions on cards as many have asked for. What doesn't surprise me is that rather than be thankful, many people seem to want to find reasons to complain.
I assume you're not talking about me here, but just to be clear: I'm not complaining about new options, and I've defended this new line on RPG geek against people complaining about getting extra options. My complaints are and have always been about the unnecessarily restrictive player limit in WFRP. Groups with more than 3 players are not uncommon (most of my groups tend to be 6 + GM), and restricting it to less is not so much unreasonable, as completely unnecessary.
When these new products were announced, it appeared to me that FFG had listened and provided an affordable way to get all the bits from the core set without all the books and other stuff you only need one of. I was extremely happy about this, and ready to order the Player's Vault the moment it came out. Now it turns out it's just an upgraded Adventurer's Toolkit. Probably still better than the AT, but still prohibitively expensive as a way to add more than one player to your game. Useless to me, and I honestly have trouble seeing what kind of niche this product fills. It provides stuff you already have in an uneconomical way. I just don't see the point, whereas a really small change would have made it incredibly useful to every large RPG group out there.
mac40k said:
The game isn't changing. It will play exactly the same. If a new group wants to get into WFRP, the Core Set is still the best way to go. If you have more than 3 players you can do what we've always done; share basic action cards, copy them yourself, or buy the AT.
Do you really not think it's weird that such a gorgeous, high quality product requires fans to improvise in order to play the game? We get cuddled in all sorts of ways, beautiful expansions and adventures every few months, and even simple product announcements come in a beautiful document with lots of custom prose and art, and yet this one aspect is consistently ignored. A simple product announcement gets more attention from FFG than every single above-average sized RPG group. Next to the quality of the rulebook, the limit on group size is probably the most common and most justified complaint against WFRP3. Fixing the rulebook is not easy, but it looks like FFG is going to do that, yet the one that's easiest to fix (an affordable set of just action cards, especially basic actions) isn't.
Of course I've already printed my own basic action cards with Strange Aeons, but why the hell is that even necessary? I'm not talking about new actions and careers, I just want to play the basic game with a few more players. Nothing outlandish. Why is FFG, that puts so much effort into every other aspect of the game, not interested in accommodating larger groups of players?
mac40k said:
I'd rather be positive than negative.
Me too. But more than that, I'd like to see FFG produce the stuff that players need and attract more players, so that WFRP will become incredibly successful. Unnecessary barriers to play the game aren't helping here. I'm enough of a WFRP fan to buy it all anyway, but for a lot of groups, max 3 players is going to be enough to turn them away. And there's just no good reason for that. It's really easy to fix, and this was a perfect opportunity. Still is, in fact. I hope FFG is listening.

